Second Life and the new generation of virtual worlds

被引:91
作者
Kumar, Sanjeev [1 ]
Chhugani, Jatin [1 ]
Kim, Changkyu [1 ]
Kim, Daehyun [1 ]
Nguyen, Anthony [1 ]
Dubey, Pradeep [1 ]
Bienia, Christian [2 ]
Kim, Youngmin [3 ]
机构
[1] Intel Corp, Microprocessor Technol Lab, Santa Clara, CA 95051 USA
[2] Princeton Univ, Dept Comp Sci, Princeton, NJ 08544 USA
[3] Univ Maryland, Dept Comp Sci, College Pk, MD 20742 USA
关键词
Avatars; Computational modeling; Game technology; Games; Graphics; Metaverses; Second Life; Servers; Throughput; Tiles; Virtual worlds;
D O I
10.1109/MC.2008.398
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Unlike traditional online games, metaverses must dynamically provide content-which is mostly user-generated and continually modified-to users depending on their location in the virtual world. To better understand this emerging type of application, the authors performed a detailed analysis of Second Life, a popular metaverse, and determined that its computational and communication requirements place significant demands on servers, clients, and the network. As virtual worlds evolve to support more users, interaction types, and realism, these demands will increase.
引用
收藏
页码:46 / +
页数:9
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